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https://github.com/Relintai/sdl2_frt.git
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[KMS/DRM] Correct EGL/GL library loading on window creation, thus saving window re-creation.
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d81fe9239f
commit
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@ -75,8 +75,8 @@ KMSDRM_GLES_LoadLibrary(_THIS, const char *path) {
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void
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KMSDRM_GLES_UnloadLibrary(_THIS) {
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/* As with KMSDRM_GLES_LoadLibrary(), we define our own unloading function so
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we manually unload the library whenever we want. */
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/* As with KMSDRM_GLES_LoadLibrary(), we define our own "dummy" unloading function
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so we manually unload the library whenever we want. */
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}
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SDL_EGL_CreateContext_impl(KMSDRM)
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@ -856,16 +856,18 @@ KMSDRM_CreateDevice(int devindex)
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device->SetWindowGrab = KMSDRM_SetWindowGrab;
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device->DestroyWindow = KMSDRM_DestroyWindow;
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device->GetWindowWMInfo = KMSDRM_GetWindowWMInfo;
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device->GL_DefaultProfileConfig = KMSDRM_GLES_DefaultProfileConfig;
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device->GL_LoadLibrary = KMSDRM_GLES_LoadLibrary;
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device->GL_GetProcAddress = KMSDRM_GLES_GetProcAddress;
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device->GL_UnloadLibrary = KMSDRM_GLES_UnloadLibrary;
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device->GL_CreateContext = KMSDRM_GLES_CreateContext;
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device->GL_MakeCurrent = KMSDRM_GLES_MakeCurrent;
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device->GL_SetSwapInterval = KMSDRM_GLES_SetSwapInterval;
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device->GL_GetSwapInterval = KMSDRM_GLES_GetSwapInterval;
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device->GL_SwapWindow = KMSDRM_GLES_SwapWindow;
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device->GL_DeleteContext = KMSDRM_GLES_DeleteContext;
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/* Those two functions are dummy. We do these things manually. */
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device->GL_LoadLibrary = KMSDRM_GLES_LoadLibrary;
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device->GL_UnloadLibrary = KMSDRM_GLES_UnloadLibrary;
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#if SDL_VIDEO_VULKAN
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device->Vulkan_LoadLibrary = KMSDRM_Vulkan_LoadLibrary;
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@ -1499,6 +1501,11 @@ KMSDRM_DestroyWindow(_THIS, SDL_Window *window)
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SDL_EGL_UnloadLibrary(_this);
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}
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/* Unload GL library. */
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if (_this->gl_config.driver_loaded) {
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SDL_GL_UnloadLibrary();
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}
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/* Free display plane, and destroy GBM device. */
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KMSDRM_GBMDeinit(_this, dispdata);
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}
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@ -1774,6 +1781,16 @@ KMSDRM_CreateWindow(_THIS, SDL_Window * window)
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int ret = 0;
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if ( !(dispdata->gbm_init) && !is_vulkan && !vulkan_mode ) {
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/* Maybe you didn't ask for an OPENGL window, but that's what you will get.
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At the end of this function, we must have marked the window as being OPENGL
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and we must have loaded the GL library: both things are needed so the
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GL_CreateRenderer() and GL_LoadFunctions() calls in SDL_CreateWindow()
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succeed without having to re-create the window.
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We must load the EGL library too, which can't be loaded until the GBM device
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has been created, because SDL_EGL_Library() function uses it. */
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window->flags |= SDL_WINDOW_OPENGL;
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/* Reopen FD, create gbm dev, setup display plane, etc,.
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but only when we come here for the first time,
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and only if it's not a VK window. */
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@ -1781,19 +1798,24 @@ KMSDRM_CreateWindow(_THIS, SDL_Window * window)
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goto cleanup;
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}
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/* Manually load the EGL library. KMSDRM_EGL_LoadLibrary() has already
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/* Manually load the GL library. KMSDRM_EGL_LoadLibrary() has already
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been called by SDL_CreateWindow() but we don't do anything there,
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precisely to be able to load it here.
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If we let SDL_CreateWindow() load the lib, it will be loaded
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before we call KMSDRM_GBMInit(), causing GLES programs to fail. */
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if (!_this->egl_data) {
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egl_display = (NativeDisplayType)((SDL_VideoData *)_this->driverdata)->gbm_dev;
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if ((ret = SDL_EGL_LoadLibrary(_this, NULL, egl_display, EGL_PLATFORM_GBM_MESA))) {
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if (SDL_EGL_LoadLibrary(_this, NULL, egl_display, EGL_PLATFORM_GBM_MESA)) {
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goto cleanup;
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}
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}
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/* Can't init mouse stuff sooner because cursor plane is not ready. */
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if (SDL_GL_LoadLibrary(NULL) < 0) {
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goto cleanup;
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}
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}
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/* Can't init mouse stuff sooner because cursor plane is not ready,
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so we do it here. */
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KMSDRM_InitMouse(_this);
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/* Since we take cursor buffer way from the cursor plane and
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